All of this talk about adding new spells is misguided IMO. Roguelikes are games of inventory management. The game ought to be balanced so that a warrior can win, so let's consider a warrior to be the baseline. If a spellbook allows a caster to save too many inventory slots compared to a warrior with a bunch of stacks of rods, it is unbalancing.
I'd like to see a distinction that mages are elemental [fire, cold, acid, elec] masters, and priests get healing, earth and light magic. The way to make the classes more distinct is to reduce the overlap. Here's an outline of the kind of thing I have in mind. I'm sure I will miss a couple, but my viewpoint should be clear enough.
I'd switch poison mastery to priests. Some exceptionally nasty poisons are life-based, and curing belongs to priests, so that fits better IMO.
(0) Remove all enchant and branding spells. That's not related to my points above, but so long as I am talking about removing spells I wanted to mention it.
(1) Remove CLW from mages
(2) Remove Illumination [light room] from mages
(3) Move stinking cloud from mages to priests. It could be their first attack spell.
(4) Remove cure poison from mages.
(5) Remove resist heat and cold from priests.
(6) Move stone to mud from mages to priests. This requires fixing vaults so they are blocked by rubble, not granite. [Actually, I would prefer stone to mud be removed from the game entirely, but in any case it is clearly earth magic.]
(7) Move spear of light from mages to priests.
(8) Move heroism from mages to priests, and make a larger difference between heroism and berserker.
(9) Move resist poison from mages to priests, and remove it from resistance spell
I think these sorts of changes would make the classes feel a lot more distinct. They might partially satisfy the people who think priests need more useful spells in their spellbooks.
I'd like to see a distinction that mages are elemental [fire, cold, acid, elec] masters, and priests get healing, earth and light magic. The way to make the classes more distinct is to reduce the overlap. Here's an outline of the kind of thing I have in mind. I'm sure I will miss a couple, but my viewpoint should be clear enough.
I'd switch poison mastery to priests. Some exceptionally nasty poisons are life-based, and curing belongs to priests, so that fits better IMO.
(0) Remove all enchant and branding spells. That's not related to my points above, but so long as I am talking about removing spells I wanted to mention it.
(1) Remove CLW from mages
(2) Remove Illumination [light room] from mages
(3) Move stinking cloud from mages to priests. It could be their first attack spell.
(4) Remove cure poison from mages.
(5) Remove resist heat and cold from priests.
(6) Move stone to mud from mages to priests. This requires fixing vaults so they are blocked by rubble, not granite. [Actually, I would prefer stone to mud be removed from the game entirely, but in any case it is clearly earth magic.]
(7) Move spear of light from mages to priests.
(8) Move heroism from mages to priests, and make a larger difference between heroism and berserker.
(9) Move resist poison from mages to priests, and remove it from resistance spell
I think these sorts of changes would make the classes feel a lot more distinct. They might partially satisfy the people who think priests need more useful spells in their spellbooks.
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